Shader "Custom/CloudsShader" { Properties { _MainTex("Main Texture", 2D) = "white" {} _MainTexScrollX("Main Texture Scroll X", Float) = 0.001 _MainTexScrollY("Main Texture Scroll Y", Float) = 0.001 _NoiseTex("Noise Texture", 2D) = "white" {} _NoiseTexScrollX("Noise Texture Scroll X", Float) = 0.001 _NoiseTexScrollY("Noise Texture Scroll Y", Float) = 0.001 _Color("Tint Color", Color) = (0.37, 0.37, 0.37, 1.0) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend One One // Additive blending ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; half _MainTexScrollX; half _MainTexScrollY; sampler2D _NoiseTex; float4 _NoiseTex_ST; half _NoiseTexScrollX; half _NoiseTexScrollY; float4 _Color; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv1 : TEXCOORD0; float2 uv2 : TEXCOORD1; float4 vertex : SV_POSITION; UNITY_FOG_COORDS(2) }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // Textures scrolling o.uv1 = TRANSFORM_TEX(v.uv, _MainTex) + float2(_MainTexScrollX, _MainTexScrollY) * _Time.y; o.uv2 = TRANSFORM_TEX(v.uv, _NoiseTex) + float2(_NoiseTexScrollX, _NoiseTexScrollY) * _Time.y; UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 tex1 = tex2D(_MainTex, i.uv1); fixed4 tex2 = tex2D(_NoiseTex, i.uv2); fixed4 col = tex1 * tex2 * _Color; // fixed4 col = _Color; fixed4 fog = fixed4(0, 0, 0, 1); /* // Subtractive fog effect — fade to black float dist = distance(_WorldSpaceCameraPos, i.worldPos); float fogFactor = 1.0 - exp(-_FogDensity * dist); fogFactor = saturate(fogFactor); col.rgb *= (1.0 - fogFactor); // Fade to black */ // Apply the fog // UNITY_APPLY_FOG(i.fogCoord, fog); //col.rgb -= ; // Fade to black return col; } ENDCG } } FallBack "Unlit/Transparent" }